/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGpuResource_DEFINED #define GrGpuResource_DEFINED #include "SkInstCnt.h" #include "SkTInternalLList.h" #include "GrResourceKey.h" class GrResourceCacheEntry; class GrResourceCache2; class GrGpu; class GrContext; /** * Base class for GrGpuResource. Handles the various types of refs we need. Separated out as a base * class to isolate the ref-cnting behavior and provide friendship without exposing all of * GrGpuResource. * * Gpu resources can have three types of refs: * 1) Normal ref (+ by ref(), - by unref()): These are used by code that is issuing draw calls * that read and write the resource via GrDrawTarget and by any object that must own a * GrGpuResource and is itself owned (directly or indirectly) by Skia-client code. * 2) Pending read (+ by addPendingRead(), - by readCompleted()): GrContext has scheduled a read * of the resource by the GPU as a result of a skia API call but hasn't executed it yet. * 3) Pending write (+ by addPendingWrite(), - by writeCompleted()): GrContext has scheduled a * write to the resource by the GPU as a result of a skia API call but hasn't executed it yet. * * The latter two ref types are private and intended only for Gr core code. */ class GrGpuRef : public SkNoncopyable { public: SK_DECLARE_INST_COUNT_ROOT(GrGpuRef) virtual ~GrGpuRef(); // Some of the signatures are written to mirror SkRefCnt so that GrGpuResource can work with // templated helper classes (e.g. SkAutoTUnref). However, we have different categories of // refs (e.g. pending reads). We also don't require thread safety as GrCacheable objects are // not intended to cross thread boundaries. // internal_dispose() exists because of GrTexture's reliance on it. It will be removed // soon. void ref() const { ++fRefCnt; // pre-validate once internal_dispose is removed (and therefore 0 ref cnt is not allowed). this->validate(); } void unref() const { this->validate(); --fRefCnt; if (0 == fRefCnt && 0 == fPendingReads && 0 == fPendingWrites) { this->internal_dispose(); } } virtual void internal_dispose() const { SkDELETE(this); } /** This is exists to service the old mechanism for recycling scratch textures. It will be removed soon. */ bool unique() const { return 1 == (fRefCnt + fPendingReads + fPendingWrites); } void validate() const { #ifdef SK_DEBUG SkASSERT(fRefCnt >= 0); SkASSERT(fPendingReads >= 0); SkASSERT(fPendingWrites >= 0); SkASSERT(fRefCnt + fPendingReads + fPendingWrites > 0); #endif } protected: GrGpuRef() : fRefCnt(1), fPendingReads(0), fPendingWrites(0) {} private: void addPendingRead() const { this->validate(); ++fPendingReads; } void completedRead() const { this->validate(); --fPendingReads; if (0 == fRefCnt && 0 == fPendingReads && 0 == fPendingWrites) { this->internal_dispose(); } } void addPendingWrite() const { this->validate(); ++fPendingWrites; } void completedWrite() const { this->validate(); --fPendingWrites; if (0 == fRefCnt && 0 == fPendingReads && 0 == fPendingWrites) { this->internal_dispose(); } } private: mutable int32_t fRefCnt; mutable int32_t fPendingReads; mutable int32_t fPendingWrites; // This class is used to manage conversion of refs to pending reads/writes. friend class GrGpuResourceRef; template friend class GrPendingIOResource; }; /** * Base class for objects that can be kept in the GrResourceCache. */ class GrGpuResource : public GrGpuRef { public: SK_DECLARE_INST_COUNT(GrGpuResource) /** * Frees the object in the underlying 3D API. It must be safe to call this * when the object has been previously abandoned. */ void release(); /** * Removes references to objects in the underlying 3D API without freeing * them. Used when the API context has been torn down before the GrContext. */ void abandon(); /** * Tests whether a object has been abandoned or released. All objects will * be in this state after their creating GrContext is destroyed or has * contextLost called. It's up to the client to test wasDestroyed() before * attempting to use an object if it holds refs on objects across * ~GrContext, freeResources with the force flag, or contextLost. * * @return true if the object has been released or abandoned, * false otherwise. */ bool wasDestroyed() const { return NULL == fGpu; } /** * Retrieves the context that owns the object. Note that it is possible for * this to return NULL. When objects have been release()ed or abandon()ed * they no longer have an owning context. Destroying a GrContext * automatically releases all its resources. */ const GrContext* getContext() const; GrContext* getContext(); /** * Retrieves the amount of GPU memory used by this resource in bytes. It is * approximate since we aren't aware of additional padding or copies made * by the driver. * * @return the amount of GPU memory used in bytes */ virtual size_t gpuMemorySize() const = 0; void setCacheEntry(GrResourceCacheEntry* cacheEntry) { fCacheEntry = cacheEntry; } GrResourceCacheEntry* getCacheEntry() { return fCacheEntry; } /** * If this resource can be used as a scratch resource this returns a valid * scratch key. Otherwise it returns a key for which isNullScratch is true. */ const GrResourceKey& getScratchKey() const { return fScratchKey; } /** * Gets an id that is unique for this GrGpuResource object. It is static in that it does * not change when the content of the GrGpuResource object changes. This will never return * 0. */ uint32_t getUniqueID() const { return fUniqueID; } protected: // This must be called by every GrGpuObject. It should be called once the object is fully // initialized (i.e. not in a base class constructor). void registerWithCache(); GrGpuResource(GrGpu*, bool isWrapped); virtual ~GrGpuResource(); bool isInCache() const { return SkToBool(fCacheEntry); } GrGpu* getGpu() const { return fGpu; } // Derived classes should always call their parent class' onRelease // and onAbandon methods in their overrides. virtual void onRelease() {}; virtual void onAbandon() {}; bool isWrapped() const { return kWrapped_FlagBit & fFlags; } /** * This entry point should be called whenever gpuMemorySize() begins * reporting a different size. If the object is in the cache, it will call * gpuMemorySize() immediately and pass the new size on to the resource * cache. */ void didChangeGpuMemorySize() const; /** * Optionally called by the GrGpuResource subclass if the resource can be used as scratch. * By default resources are not usable as scratch. This should only be called once. **/ void setScratchKey(const GrResourceKey& scratchKey); private: #ifdef SK_DEBUG friend class GrGpu; // for assert in GrGpu to access getGpu #endif static uint32_t CreateUniqueID(); // We're in an internal doubly linked list owned by GrResourceCache2 SK_DECLARE_INTERNAL_LLIST_INTERFACE(GrGpuResource); // This is not ref'ed but abandon() or release() will be called before the GrGpu object // is destroyed. Those calls set will this to NULL. GrGpu* fGpu; enum Flags { /** * This object wraps a GPU object given to us by the user. * Lifetime management is left up to the user (i.e., we will not * free it). */ kWrapped_FlagBit = 0x1, }; uint32_t fFlags; GrResourceCacheEntry* fCacheEntry; // NULL if not in cache const uint32_t fUniqueID; GrResourceKey fScratchKey; typedef GrGpuRef INHERITED; }; #endif